The History of Asheron's Call
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Hall of the Tusker King -
December 2002
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The shrill sound of metal scraping
on metal alerted the slumbering beast that its captor had
returned. On the slab the tusker squirmed, railing against the
ribbons of energy that held its arms and legs pinned to its
sides. Aerbax floated toward his subject and bent his head to
inspect the area that would be the focus of his work this day.
As Aerbax inspected his subject,
a puppet floated into view at the end of a dark corridor that
oozed a heavy red film. These new facilities were the latest of
the Virindi's attempts to understand the psyche of the Isparians.
And while the rooms had been constructed to mimic the interior
of Isparian homes, Aerbax felt there was a flaw in the process.
Even though the weak minds of the Isparians often colored their
thoughts in hazy red mires, experimentation had shown that they
were capable of observing visible light in ways far beyond the
dulling red that enveloped their thoughts. When he had brought
these observations to the attention of the Quiddity, it had
thought these ideas far too irrational and turned them aside,
and Aerbax accepted their will in this matter.
Even though his peers had spared
Aerbax, thinking that he could be reformed, they remained ever
watchful for signs of contamination, signs of individuality. He
was familiar with what those deemed mentally flawed had become,
rendered into mindless puppets. Yet, although almost infinitely
powerful, the Quiddity still couldn't comprehend the simplest
concepts Aerbax had learned from the physical world—concepts
such as deception. The simple acceptance of the Quiddity's will
in this matter had been all that was required to return him to
its trust, and he now found himself back in Dereth.
Upon his return to Dereth, he
had seen that some of his former comrades, such as Levistras,
were still clinging to their concept of a new Singularity. At
one time he had aided them in their quest, but now he gave no
thought to their plight. He was no fool; long before Levistras
had even achieved his supposed understanding of
"self," Aerbax had been self-aware, and he could now
see that resisting the will of the Quiddity in this way was
doomed to failure. No, for now he would use this art of
subterfuge he had mastered. He would not be dragged down with
those rebels when their attempt failed.
He thought all this in the
moment it took him to form the scalpel he would need for the
experiment. He looked down at the tusker, and the large orange
beast trembled in fear as much as rage. Aerbax examined the edge
of the scalpel to ensure it was sharp enough, then examined the
sloped brow of the creature. He focused his attention on the
area where the hair had been stripped clear.
He looked into the creature's
eyes and forced the mouth on his mask to curl upwards at the
ends. He had seen the Isparians change the skin on their faces
like this, and it seemed appropriate now. He sensed the emotion
the Isparians called fear in the creature, so he tried to soothe
it with the words he had heard the Isparians use on their
offspring.
"Worry not my son, the pain
will last only as long as the process takes."
With the scalpel, he cut
effortlessly through the scalp and skull of the tusker, fusing
tissue closed and leaving dollops of purple congealed blood
along the incision. The tusker wailed and pulled against the
restraints, but Aerbax continued. Finally a section of the
tusker's skull fell onto the slab with an audible thump. The
puppet watched as Aerbax shook his head and mumbled, "This
will take more effort than expected."
Oolutanga grunted and stirred, the rough assemblage of bamboo he
called a throne creaking under his weight. His dream had come
again, but stronger and in more detail than he had yet
experienced. As he sat pondering it, a guard, awakened by the
creaking of the throne, made its way over to him,. The guard
grunted inquisitively, asking if everything was all right.
Oolutanga began grunting a reassurance to the guard that
everything was fine, then cut himself short. He suddenly
realized what the dreams meant—the Masked God had returned.
"Summon the hero," he
grunted to the tusker, "I, who am Oolutanga, will not see
us slaves of the Masked God again."
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Welcome to the December edition of
the Asheron's Call Letter to the Players. The AC Live
team hopes that you are enjoying the winter season, both in-game
and out. We are changing the date when we release the Letter to
the Players. While the Dev Notes and Teasers pertain to content
in the monthly release, we want to use the Letter of the Players
to tell you about issues relating to the game as a whole. It'll
be our way of providing more regular communication, instead of
sending out a whole lot of info just once a month. We've got
quite a bit to discuss this month, so let's get started.
Client Download:
Many of our astute players will
notice a change with this month's update—you won't be
downloading a new client. Normally with an update, you first
download an updated client via the Zone, and then use the client
to download the updated data files (such as the portal.dat).
However, because of holiday scheduling difficulties, we decided
to skip the client download this month. Don't worry—this
doesn't impact the new content for the month in any way, and
your old client will still download the updated data files as
usual. Client downloads will resume in January.
Server Issues:
Over the past two months, the
worlds of Asheron's Call have experienced intermittent server
issues. These issues affect players in a variety of ways, but
often result in failures to teleport or extreme lag followed by
a disconnect. Often, when the player attempts to log back in,
she receives the message that her character is still in the
world. She may be able to log in other characters, but cannot
log in the one that is "stuck" until the incident is
resolved.
The AC Live team takes this
issue quite seriously, and we have been working around the clock
to try and solve this problem. We have introduced several server
optimizations that have succeeded in reducing the severity, if
not the frequency, of these incidents, and we continue to do
everything in our power to ensure a speedy—and
permanent—resolution.
We appreciate your patience with
us while we work on this. We also understand that it's
frustrating to not be able to log into the game with your
favorite character. This is a frustrating issue for us as well.
When you begin to experience problems, we encourage you to use
Urgent Assistance to let the Admins know, but please understand
that there are likely many other players who are also
experiencing the same problems, so you may not receive a
personal answer. Be assured, however, that the Admins are
working to get you and the other players fixed up and able to
play again as quickly as possible, and to get us as much
information as possible to help us fix this issue.
Allegiance Housing:
It came to our attention last
month that some players were using the mechanics of mansions in
order to maintain a mansion even when they were not the monarch
of an allegiance. This is not intended behavior—buying a
mansion is quite specifically limited to monarchs—and because
mansions are a fairly limited resource, we want to make sure
mansions are not being held by non-monarchs. So this month we
are introducing a small change to the process of swearing
allegiance: If you own a mansion, you will be unable to swear
allegiance to another character until you abandon your mansion.
Multi-Strike Weapons:
December has several bits of
news involving multi-strike weapons.
First, we discovered a bug last
month that allowed players to imbue bandit-hilted weapons with
the magic item tinkering effects Critical Strike, Crippling
Blow, and Armor Rending. This wasn't intended behavior, and we
have fixed this problem with the December update. In December,
it is once again true that hilted weapons can't be tinkered or
imbued, and that imbued or tinkered weapons can't be hilted. Any
hilted weapons that have been imbued as a result of the bug will
revert to an unimbued status with the December update. For
example, if you have a Critical Strike Bandit Yaoji in November,
then after the December update you will have a plain Bandit
Yaoji.
The second bit of news in
December for multi-strike weapons involves the skill levels you
need to multi-strike. In order to bring multi-strike weapons
more in line with the wield requirement system, the requirements
for double- and triple-strike are changing slightly, as outlined
in the following table.
Table 1: Changes to
Multi-strike Requirements
Number of Strikes |
Previous Requirement |
New Requirement |
Double |
250 (enchanted) |
250 (base) |
Triple |
350 (enchanted) |
325 (base) |
And finally, the quest timer for
obtaining a bandit weapon has been reduced. After the December
update, you will be able to obtain a bandit hilt once per month,
instead of once every four months.
Dirks:
The December update contains the
addition of a new type of dagger: the dirk. Dirks have a higher
base damage than previous types of daggers, and the highest
levels of damage come paired with wield requirements. The
variance of dirks found in treasure may also vary. Dirks can be
tinkered and imbued as normal, but they cannot be bandit hilted.
Treasure Tweaks:
In last month's Letter to the
Players, we mentioned that we would soon be evaluating the
treasure tables in order to reduce the amount of, well, useless
junk is all we can call it, that is created by the system. The
December update includes the first of these changes. The only
item that was completely removed from the treasure tables was
parchment (yes, you scribes are going to have to buy your
parchment from shops now), but we did shape up the treasure
tables in several other ways:
- Parchment no longer drops as
loot.
- Creatures no longer drop their
pitiful unmutated weapons.
- Missile weapon ammunition
(i.e., arrows, crossbow bolts, and atlatl darts) no longer drops
as loot.
- Foods now only drop at low
treasure levels. At higher levels, food has been replaced with
potions. This does not affect special food drops, like fire
auroch meat or spices.
- More types of scarabs (e.g.,
lead, iron, copper) drop at lower levels of loot. At higher
levels of loot, scarabs have been replaced with scarab peas.
- Weapon damage, variance,
offense and defense modifiers, and speed now mutate more often.
In addition, weapon burden can now mutate as well.
- The armor level and burden on
armor mutates more often. In addition, the elemental protection
of shields can mutate.
- Jewelry now has a chance to be
generated with heritage requirements.
The Future:
Many players have written to
tell us that they really enjoyed the update to the Lethe quest,
and to ask if we have any other quest updates in mind for the
future. As it happens, we do, and you'll see the first of them
in the December update. (Here's a hint: if you have low level
characters near Holtburg, you may want to be careful where you
log them out before the update.)
We also get many questions about
additional tinkering effects, including more items that can be
used with ivory. Although the December update does not include
these things, rest assured that we have plans for the future for
more tinkering effects, more imbued effects, and more ivory
targets.
You'll notice that this Letter
does not include details about the upcoming tweaks to Life
Magic. We haven't given up on Life Magic! But we feel that this
is one area in which being conservative, and play-testing our
changes extensively, is especially important. So we are taking
our time and making sure that we understand the implications of
our changes for all types of characters. And that means that
these tweaks are not yet ready for the live worlds. We will give
you more information on the planned changes as it becomes
available.
Of course, that's not all that
we have in store for you in the future, but for the any updates
on content, you'll just have to wait and see… As always, enjoy
the game, and thank you for playing Asheron's Call.
Asheron's Call Team
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It is a time of reconstruction and
rebuilding for the people of Dereth. Few can forget the scene of
Arwic's destruction, when one of Bael'Zharon's Spires reduced it
to a smoking crater. Yet even after the defeat of Bael'Zharon
and the disappearance of the Spire beneath the ground, the
people had refused to rebuild.
Now, after spending months
surveying and erasing the craters created by the devastation,
the Arcanum builders, under the direction of High Queen Elysa,
have finally rebuilt the town of Arwic. Soon after the last nail
is hammered in, many of the former residents of Arwic move back
in, happy to move out of their makeshift "New'ic."
Adding to their joy are rumors that the Arcanum has more in
store for Arwic. Yet a few dissenting voices can be heard, those
who question the wisdom of rebuilding the town in the same
location where such a heinous attack once occurred.
Also, students of Nuhmudira have
been appearing in the various towns, requesting the aid of the
townspeople in their studies. Although no longer associated with
the Arcanum, Nuhmudira has taken on students from the various
races, including the Aun Tumeroks and Lugians of Linvak Tukal.
These students say that she has been bringing their unique
disciplines and abilities to bear on the objects that are
currently consuming her studies: the Lifestones. Although these
objects preserve the lives of all the people of Dereth, they
remain a mystery to those whose lives depend on them. In light
of the past year's events, her students say Nuhmudira is
convinced that they must unravel the Lifestones' secret and
perhaps even find means to create Lifestones themselves. Then
they can be truly confident that Dereth is their land.
Elsewhere, on the island of
Aphus Lassel, new mysteries have also been uncovered, as the
leader of the "free" Tuskers has been reportedly
found. Supposedly he will grant magnificent boons to those who
approach him, but only after they prove themselves in combat.
The stories tell that this challenge is not easy, so only the
most skilled warriors have even a hope of facing the Tusker
King's challenge.
Gifts and dangers abound…
Here are the changes made
with the December event. Changes to game functionality and
existing content are listed, but new content is up for you to
find! Speak to town criers, barkeeps, and scribes for the latest
happenings in Dereth. For more information on this month's
event, please see this month's Letter
to the Players. Please submit any bugs you come
across to http://bugs.zone.com/.
New Functionality and
Content
New challenges are to be found
on Aphus Lassel.
See Arwic, in all its
resplendent glory!
Mysterious gifts are available
to all.
Snowmen grace the landscape
again.
Miscellaneous
Improvements and Changes
Mansion owners can no longer
swear their allegiance to anyone else. If they do want to swear
allegiance to someone else, they must first abandon their
mansion.
The treasure system has been
enhanced in a number of small ways to make treasure more useful
and "fun." Please see the Letter
to the Players for more details.
New Maces with 325 wield
requirements can now be generated with a maximum damage of 34.
Dirks (higher base damage
daggers) can now be found in the game. These dirks can be found
with and without wield requirements, similar to those found on
many other weapons. They can also be tinkered and imbued, but
cannot be hilted.
Multi-strike weapons have
received a few slight changes. For more information, please see
the Letter
to the Players.
You can no longer imbue hilted
weapons. Any hilted weapons that were imbued will revert to
their previous status and will no longer be imbued.
When introducing the skill
sellback quests, we applied a limit of 50 skill credits to the
number of skill credits that could be spent on specializing
skills. This limit included both the cost to train and
specialize skills. Unfortunately, the full skill credit cost of
racial skills was being applied against that limit, so many
players could not specialize skills that they theoretically
should have been able to. This has been corrected.
Previously if the game tried to
create a corpse in an especially tight place, the physics of the
corpse might prevent it from being created. This would result in
all the items on the corpse falling to the ground. We've changed
this behavior so that a corpse is always created for players and
monsters (with the exception of monsters that do not leave a
corpse behind).
The level restrictions on the
dungeons where Tusker tusks can be found have been modified so
that more characters have access to the tusks.
The Impious Staff quest is now
repeatable every 30 days. The broken Impious Staff is now
spawning ever 5 minutes, as opposed to the 30-minute rate at
which it was spawning previously.
The fires are out in Yanshi, but
with the Harbinger's spirit rumbling below, the townspeople are
too scared to rebuild!
Minor Details
The percentage chance of finding
more than one enchantment on jewelry and clothing has been
increased.
Hooked singularity weapons
should be hanging correctly now.
The Rithwic Grocer buys lock
picks and books once again.
You can no longer play chess
against yourself.
The Tusker tusk used in the
"The Horn of Vigilance" quest has been renamed to
remove any confusion between it and the tusks found on Tuskers
in the various Aphus Lassel dungeons.
In the past, if a newly created
character started with a burden over 300%, they would fail to
receive their default spells. These heavily burdened characters
will now receive their spells.
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